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C++ Native Mods for UE1 C++ Native Mods for UE1
(Moderator: han)
Topics: 11
Posts: 63
Page Index Toggle Pages: 1
 
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StaticLoadClass()
I have a native function that I am using to play new sound classes:
PlayHatchetSound(class<HatchetSound> sound, optional float newVolume);
In C++, I am using P_GET_OBJECT() to fetch the soun...

Started Dec 24th, 2018 at 12:47am by atrey
2 1290 Last Post Dec 27th, 2018 at 8:38am
By: .:..:
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Tips: How do I...
This is a topic about random things that you can do in C++ that are not obvious.
How do I... Iterate over all objects that are relevant to me?
[CODE]
How do I... Convert a "FString" into const TCHAR*? (u...

Started Aug 25th, 2015 at 6:40am by []KAOS[]Casey
6 1301 Last Post Nov 7th, 2018 at 6:12pm
By: atrey
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[Snippet] James Mesh support code (FJamesMesh.h)
I have a couple of James Mesh related commandlets in HTK end ended up doing a class representation of the actual James Meshes, which do have some interfaces for basic editing purposes and a constructo...

Started Jan 26th, 2017 at 2:29am by han
1 822 Last Post Nov 7th, 2018 at 2:10pm
By: atrey
Very Hot Topic (More than 25 Replies)
Is there a proper fix for TArray<Byte> linkage?
I want/need to use "appLoadFileToArray" for loading a .dds into memory so I can check if it's a proper magic number, and load it into a buffer and so on..
Is there some proper way to trick the co...

Started Sep 6th, 2016 at 8:09am by []KAOS[]Casey
« Pages 1 2 3 »
39 6693 Last Post Oct 15th, 2016 at 1:51pm
By: han
Normal Topic
[Snippet] UExporter/UFactory for binary resources
Sample code for a simple UExporter/UFactory for UPalettes class and ACT (Adobe Color Table) file format. The basic idea is to showcase how to write UExporters/UFactories which tightly integrate into t...

Started Aug 6th, 2016 at 12:47am by han
0 619 Last Post Aug 6th, 2016 at 12:47am
By: han
Normal Topic
[Ugly snippet]Disabling DEP
As Galaxy and Fire package choke when DEP is enable, and you have a custom launcher, you should try to disable it in case it is opt-out, or notify the user that he should turn off dep. I basically cal...

Started Nov 6th, 2015 at 3:07pm by han
2 787 Last Post Dec 21st, 2015 at 8:25pm
By: han
Normal Topic
[Snippet] Exec interface.
When you have some special class (like a renderdevice, engine, etc.) you receive commands over the Exec interface. And basically it works like this. You create another pointer (Str) to the original co...

Started Nov 6th, 2015 at 3:04pm by han
0 533 Last Post Nov 6th, 2015 at 3:04pm
By: han
Normal Topic
[Snippet] Add new timers like PainTimer().
Despite that you can easily implement this kind of timers in UnrealScript, you might run into the problem that depending on netrole, etc. it may not receive UnrealScript tick events. Or you simply wan...

Started Nov 6th, 2015 at 2:59pm by han
0 448 Last Post Nov 6th, 2015 at 2:59pm
By: han
Normal Topic
[Snippet] Native replication
In the UT2004 script source were some snippets of C++, which also included the native replication statements. This works in DeusEx, and likely other UE1 games. These are slightly modified compared to ...

Started Nov 6th, 2015 at 2:50pm by han
0 595 Last Post Nov 6th, 2015 at 2:50pm
By: han
Normal Topic
[Snippet] Dumping UnNames.h
Just a pretty special case, but when you are building headers for a game, getting the UnNames.h right is more important then it seems. However, the hardcoded names table can easily be dumped once you ...

Started Nov 6th, 2015 at 2:33pm by han
0 484 Last Post Nov 6th, 2015 at 2:33pm
By: han
Normal Topic
How to get a "hello world" going in C++
Links:
fixed Unrealgold header link: http://www.klankaos.com/UnrealGoldFixedHeaders.rar (This may not work on VS2013+!!!) (You will need to modify files and the project to get this to work)
VS2008 proje...

Started Aug 25th, 2015 at 6:27am by []KAOS[]Casey
2 963 Last Post Oct 22nd, 2015 at 8:08pm
By: han
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